Medium Humanoid (High-Elf), Lawful Evil
Armor Class 17
Hit Points 147 (8d10 + 2)
Speed
STR
16 (+3)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
18 (+4)
CHA
6 (-2)
Saving Throws STR +5, WIS +6
Senses Passive Perception 18
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. [Af'Tolin] is a 8-level spellcaster. Its spellcasting ability is [4] (spell save DC 17, +8 to hit with spell attacks). [Af'Tolin] has following [Ranger] spells prepared:
1st level (4 slots): [Hunter's Mark], [Bane], [Zephyr Strike], [Fog Cloud]

2nd Level (3 slots): [Locate Object], [Pass Without Trace]

3rd Level (3 slots): [Lightning Arrow], [Summon Fey]

Actions

Action Name. Af'Tolin makes Two Attacks per turn

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (1d10 + 3) [slashing] damage. 

Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 10 (1d4 + 4) [slashing] damage. 

Longbow. RangedWeapon Attack: +#8to hit, range 60/300 ft., 1 target. Hit: 12 (1d8 + 4) [piercing] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Stick and Move. When Af'Tolin is hit by a melee attack he may use his reaction to make a dagger attack. On a hit the target's speed is reduced by 10ft and Af'Tolin gains the benefit of the Disengage action and moves 10ft in any direction. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Phase Step (Costs 1 Actions). Recharge 5. At the end of a creature's turn Af'tolin can teleport 30ft and become invisible until he is damaged or uses an Action other than Hide. Enemies may make a perception check DC 18 as a bonus action to find him.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

JetpacksLasers

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